MeshWeaver-unity
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This project looks interesting. Any tips on getting started?
I've figured out I need to "MeshBehaviour" to a gameobject and then add mesh providers. But I'm a bit stumped at this point. Can you provide a very simple working test scene to give me an idea of how to start experimenting?
@andybak Thank you for visiting my weekend project! 😎
This product requires a bit of time (and lots of internal cleanup) before having a proper release, so I'll provide some hints:
- This Unity tool is for creating Mesh assets, UV mapped, from Unity Editor. Good for Your First VR Home World From Scratch If I Don't Know How To Use Blender.
- The core idea is building a mesh by sweeping a path along another path. That's what
MatrixMeshProviderandPillarMeshProviderare. - A path is a list of vertices, provided from
VertexProvideror otherPathProviders. - And very procedural (currently not in samples, sorry for inconvenience).
And as a bonus, I've just fixed the Right click Hierarchy -> MeshWeaver -> Primitives -> Stairs in the last commit.
Some fun things to try:
- Create a primitive
Cubeand changeVertexProviderpositions inPath X. - ...or throw in more child
VertexProviders to create a nicer pillar. - Create a primitive
Sphereand changeSteps in pathsXandY(they are procedural paths). - Create a primitive
Stairs, find thePath Repeat Provider, and change theCount. - Swap the material into your favorite texture. See how the sides of
Stairshas differentUV channels.
Ah! Thanks loads. That will really help. I'm working on my own procedural mesh library: https://github.com/IxxyXR/polyhydra-core
I'm also a developer on Open Brush so we have a shared in interest in VR. Your project might even be useful for integrating into that. I'm really interested in adding more world generation tools to Tilt Brush/Open Brush.